extensions/ffmpeg/README.md
The FFmpeg module provides FfmpegAudioRenderer, which uses FFmpeg for decoding
and can render audio encoded in a variety of formats.
Please note that whilst the code in this repository is licensed under Apache 2.0, using this module also requires building and including one or more external libraries as described below. These are licensed separately.
To use the module you need to clone this GitHub project and depend on its modules locally. Instructions for doing this can be found in the top level README. The module is not provided via Google's Maven repository (see #2781 for more information).
In addition, it's necessary to manually build the FFmpeg library, so that gradle can bundle the FFmpeg binaries in the APK:
cd "<path to project checkout>"
FFMPEG_MODULE_PATH="$(pwd)/extensions/ffmpeg/src/main"
NDK_PATH="<path to Android NDK>"
HOST_PLATFORM="linux-x86_64"
cd "<preferred location for ffmpeg>" && \
git clone git://source.ffmpeg.org/ffmpeg && \
cd ffmpeg && \
git checkout release/4.2 && \
FFMPEG_PATH="$(pwd)"
ENABLED_DECODERS=(vorbis opus flac)
jni directory.cd "${FFMPEG_MODULE_PATH}/jni" && \
ln -s "$FFMPEG_PATH" ffmpeg
build_ffmpeg.sh to build FFmpeg for armeabi-v7a, arm64-v8a,
x86 and x86_64. The script can be edited if you need to build for
different architectures:cd "${FFMPEG_MODULE_PATH}/jni" && \
./build_ffmpeg.sh \
"${FFMPEG_MODULE_PATH}" "${NDK_PATH}" "${HOST_PLATFORM}" "${ENABLED_DECODERS[@]}"
We do not provide support for building this module on Windows, however it should be possible to follow the Linux instructions in Windows PowerShell.
Once you've followed the instructions above to check out, build and depend on
the module, the next step is to tell ExoPlayer to use FfmpegAudioRenderer. How
you do this depends on which player API you're using:
DefaultRenderersFactory to ExoPlayer.Builder, you
can enable using the module by setting the extensionRendererMode parameter
of the DefaultRenderersFactory constructor to
EXTENSION_RENDERER_MODE_ON. This will use FfmpegAudioRenderer for
playback if MediaCodecAudioRenderer doesn't support the input format. Pass
EXTENSION_RENDERER_MODE_PREFER to give FfmpegAudioRenderer priority over
MediaCodecAudioRenderer.DefaultRenderersFactory, add an FfmpegAudioRenderer
to the output list in buildAudioRenderers. ExoPlayer will use the first
Renderer in the list that supports the input media format.RenderersFactory, return an
FfmpegAudioRenderer instance from createRenderers. ExoPlayer will use
the first Renderer in the returned array that supports the input media
format.ExoPlayer.Builder, pass an FfmpegAudioRenderer in the
array of Renderers. ExoPlayer will use the first Renderer in the list
that supports the input media format.Note: These instructions assume you're using DefaultTrackSelector. If you have
a custom track selector the choice of Renderer is up to your implementation,
so you need to make sure you are passing an FfmpegAudioRenderer to the player,
then implement your own logic to use the renderer for a given track.
To try out playback using the module in the demo application, see enabling extension decoders.